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cepukon

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About cepukon

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  • Xbox Gamertag
    BlatantFriend
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    cepukon

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  1. These are two game elements that are common among newer role playing games, but could be much more user friendly. Skyrim dropped the ball with side quests due to the fact that they were all grouped together and you couldn't toggle any of the quests as "active" in order to work your way through it. This left a lot of potentially good gameplay out for many casual players. I think it's important for a codex to be organized and east to access. For example, if you find a unique weapon, the game should give you an alert, and hotkey to press, to take you to your codex to read about it. And if you dont want to read about it right away, the codex entry could be accessed later, and at any time, from viewing the weapon in your inventory and pressing a hotkey to take you to its entry.
  2. It would be a nice touch to get varying amounts of exp for reading into lore or discovering relics etc. Dragon Age did this well, you were rewarded for exploring and finding old monuments and reading plaques and books. The experience given wasn't a whole lot, but its nice to be rewarded for playing and exploring the game thoroughly.
  3. Well seeing how this game was just funded to be created, I know it is premature to start planning ideas for sequels, but if they do plan on making a series at all, they need to start making these decisions now. If the game is to be decision based, it will be impossible to design a sequel that will be customized based on the players decisions without carrying over a save of some sort. WIthout carrying over a save, all the connections to the first game will be generic and you lose an opportunity to connect the player to the game world that much more. For example, tThere were some big decisions required of you in Dragon Age, but upon playing the sequel, I was extremely disappointed to learn that those decisions were not connected in any way, and you never got the payoff of seeing how your decisions affected the world. This sucked the life out of the sequel for me as I knew my decisions were meaningless in the big picture. I know it's hard to implement with the uncertainty of any sequels, but it would be a huge boost to the depth of the game.
  4. I know there have been talks of possible sequels depending on the success of Project Eternity, it would be really great to be able to carry over your character from the previous games, a la Bioware's Mass Effect series. I find it adds a great deal of intensity to the bigger game decisions because you never know if or how that decision might affect you in further sequels. It's also a great way to tie the way the story is unfolding into common gameplay (such as an NPC recalling how you saved someone's life in a previous game that was a friend of theirs, which allows them to be more open to speaking to you, etc.). Has this idea been discussed at all from a development standpoint?
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